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                        Returning 35 results for 'gusts continual level'.
                    
                
                        
                            
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                                                     Monsters
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                     evil and good, shield of faith
2nd level (3 slots): continual flame, hold person, magic weapon, spiritual weapon
3rd level (3 slots): bestow curse, dispel magic, spirit guardiansMultiattack. Grisha makes
                                                
                                            
                                                
                                                    Spellcasting. Grisha is a 6th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 12, +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     gold pieces is 20 times the spellâs level. These components are consumed when the ritual is finished. The magewright knows the following spells:
At will: mage hand, prestidigitation
Rituals
                                                
                                            
                                                
                                                    , lesser restoration (1 hour).
Medicine (+4), herbalism kit
4
Lamplighter
Light. Ritual only: continual flame (1 hour).
Tinker's tools
5
Locksmith
Mending. Ritual only: arcane lock (1
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Continual Flame 2nd-level evocation Casting Time: 1 action Range: Touch Components: V, S, M (ruby dust worth 50 gp, which the spell consumes) Duration: Until dispelled A flame, equivalent in
                                                
                                            
                                                
                                                     brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesnât use oxygen. A continual flame can be covered or hidden but not smothered or quenched.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Storm of Vengeance 9th-level conjuration Casting Time: 1 action Range: Sight Components: V, S Duration: Concentration, up to 1 minute A churning storm cloud forms, centered on a point you can see and
                                                
                                            
                                                
                                                    . Gusts and freezing rain assail the area under the cloud. The area becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Continual Flame 2nd-level evocation Casting Time: 1 action Range: Touch Components: V, S, M (ruby dust worth 50 gp, which the spell consumes) Duration: Until dispelled A flame, equivalent in
                                                
                                            
                                                
                                                     brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesnât use oxygen. A continual flame can be covered or hidden but not smothered or quenched.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Storm of Vengeance 9th-level conjuration Casting Time: 1 action Range: Sight Components: V, S Duration: Concentration, up to 1 minute A churning storm cloud forms, centered on a point you can see and
                                                
                                            
                                                
                                                    . Gusts and freezing rain assail the area under the cloud. The area becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Continual Flame Level 2 Evocation (Cleric, Druid, Wizard) Casting Time: Action
 Range: Touch
 Components: V, S, M (ruby dust worth 50+ GP, which the spell consumes)
 Duration: Until dispelled
 A
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                    Storm of Vengeance Level 9 Conjuration (Druid) Casting Time: Action
 Range: 1 mile
 Components: V, S
 Duration: Concentration, up to 1 minute
 A churning storm cloud forms for the duration
                                                
                                            
                                                
                                                     Lightning damage on a failed save or half as much damage on a successful one. Turn 4. Hailstones rain down. Each creature under the cloud takes 2d6 Bludgeoning damage. Turns 5â10. Gusts and freezing rain
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tashaâs Cauldron of Everything
                                                    
                                                
                                            
                                                     also offers more spells.   1st Level
 Protection from evil and good
 2nd Level
 Augury (ritual)
 Continual flame
 Enlarge/reduce
 Summon beast *
 3rd Level
 Aura of vitality
 Elemental weapon
                                                
                                            
                                                
                                                    Additional Druid Spells 1st-level druid feature The spells in the following list expand the druid spell list in the Playerâs Handbook. The list is organized by spell level, not character level. If a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                    Continual Flame Level 2 Evocation (Cleric, Druid, Wizard) Casting Time: Action
 Range: Touch
 Components: V, S, M (ruby dust worth 50+ GP, which the spell consumes)
 Duration: Until dispelled
 A
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Storm of Vengeance Level 9 Conjuration (Druid) Casting Time: Action
 Range: 1 mile
 Components: V, S
 Duration: Concentration, up to 1 minute
 A churning storm cloud forms for the duration
                                                
                                            
                                                
                                                     Lightning damage on a failed save or half as much damage on a successful one. Turn 4. Hailstones rain down. Each creature under the cloud takes 2d6 Bludgeoning damage. Turns 5â10. Gusts and freezing rain
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    
 Shield of Faith
2nd Level   Aid
 Augury
 Blindness/Deafness
 Calm Emotions
 Continual Flame
 
  Enhance Ability
 Find Traps
 Gentle Repose
 Hold Person
Lesser Restoration
 Locate
                                                
                                            
                                                
                                                    Cleric Spells Cantrips (0 Level)   Guidance
 Light
 
  Mending
 Resistance
Sacred Flame
 Spare the Dying
 
  Thaumaturgy
1st Level   Bane
 Bless
 Command
 Create or Destroy Water
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    Exploring This Level All location descriptions for this level are keyed to map 22.  View Player Version   The following features apply throughout Shadowdusk Hold unless otherwise noted in an areaâs
                                                
                                            
                                                
                                                    , as does bringing the body out of Shadowdusk Hold or into the area of a hallow spell. Sconces throughout Shadowdusk Hold flicker with torchlight created by continual flame spells. These magic torches are set in upside-down sconces, and their magical flames point downward.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     their level unless otherwise noted. Light. Areas X2, area X3, area X4, and area X21 are brightly lit by torches imbued with continual flame spells. The rest of the tomb is dark. Members of the Onyx Scar
                                                
                                            
                                                
                                                     walls on the upper level are engraved with scenes depicting Xeluanâs life, though theyâve eroded considerably after years of neglect.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                    Basement Features The Fortress of Caerdoonâs basement has the following features: Walls. The walls are damp and made of smooth, worked stone. Ceilings. The ceilings throughout this level are 10 feet
                                                
                                            
                                                
                                                     (Athletics) check to batter open from the inside. Floors. The floors are worked stone and covered with small puddles of water. Illumination. Sconces hold torches that have continual flame spells cast on them. The sconces are spaced at 20-foot intervals along the walls.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     successful DC 15 Strength check. Double doors have iron hinges and swing open in one direction or the other, like normal doors. Canals. The lakes and canals in this area have a water level about 5
                                                
                                            
                                                
                                                     feet below the floor level of the surrounding dungeon. The canals are 15 feet deep. A sluggish current flows southward down both canals from the waterfalls at area C25. A character who falls into a canal
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    
 2nd Level
 Aid
 Augury
 Blindness/Deafness
 Calm Emotions
 Continual Flame
 Enhance Ability
 Find Traps
 Gentle Repose
 Hold Person
 Lesser Restoration
 Locate Object
 Prayer of Healing
                                                
                                            
                                                
                                                    Cleric Spells  Cantrips (0 Level)
 Guidance
 Light
 Mending
 Resistance
 Sacred Flame
 Spare the Dying
 Thaumaturgy
 1st Level
 Bane
 Bless
 Command
 Create or Destroy Water
 Cure Wounds
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     successful DC 15 Strength check. Double doors have iron hinges and swing open in one direction or the other, like normal doors. Light. Cultists illuminate areas they use frequently with continual
                                                
                                            
                                                
                                                     flame spells cast on torches in bronze wall sconces. The rest of the level is dark. Treasure. Many denizens of the temple carry small amounts of treasure. Creatures that own individual treasure have 4d10
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                    Control Winds 5th-level transmutation Casting Time: 1 action Range: 300 feet Components: V, S Duration: Concentration, up to 1 hour You take control of the air in a 100-foot cube that you can see
                                                
                                            
                                                
                                                     also use your action to temporarily halt the effect or to restart one youâve halted. Gusts. A wind picks up within the cube, continually blowing in a horizontal direction you designate. You choose the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    14. More Scrap Iron Light. Mounted to the diagonal walls at this intersection are four iron torch brackets with continual flame spells cast on them.
 Scrap Iron. Heaped in the middle of the
                                                
                                            
                                                
                                                     intersection is a 9-foot-high pile of scrap iron.
 Double Door. A 20-foot-tall double door blocks the hallway to the north. Leering skulls are carved around the door.
 The scrap metal came from level 13
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sleeping Dragonâs Wake
                                                    
                                                
                                            
                                                    .
 Light. All areas of the shrine are brightly lit by the continual flame spell cast on torches in sconces.
 Open First Level. The lack of doors on the first level of the shrine means that sound
                                                
                                            
                                                
                                                     carries. If the characters engage in battle, set off a trap, shout, or otherwise make loud noises on this level, the Scaly Eye members in areas B2 and B4 investigate the disturbance.
 Rage of Bahamut. If
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurerâs Guide
                                                    
                                                
                                            
                                                     your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without
                                                
                                            
                                                
                                                    . (Knowing this language allows you to understand and be understood by those who speak its dialects: Aquan, Auran, Ignan, and Terran.) Tempestuous Magic Starting at 1st level, you can use a bonus action on
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    Control Winds 5th-level transmutation Casting Time: 1 action Range: 300 feet Components: V, S Duration: Concentration, up to 1 hour You take control of the air in a 100-foot cube that you can see
                                                
                                            
                                                
                                                     also use your action to temporarily halt the effect or to restart one youâve halted. Gusts. A wind picks up within the cube, continually blowing in a horizontal direction you designate. You choose the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                     added to the spell list of your spellcasting class. Mark of Making Spells    Spell Level Spells 
     1st  identify, Tenserâs floating disk 
   2nd  continual flame, magic weapon 
   3rd  conjure barrage, elemental weapon 
   4th  fabricate, stone shape 
   5th  creation
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     table are added to the spell list of your spellcasting class.  Mark of Making Spells   Spell Level Spells   1st identify, Tenserâs floating disk 2nd continual flame, magic weapon 3rd conjure barrage, elemental weapon 4th fabricate, stone shape 5th creation
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     Servant
 2nd Level
 Alter Self
 Arcane Lock
 Blindness/Deafness
 Blur
 Continual Flame
 Darkness
 Darkvision
 Detect Thoughts
 Enlarge/Reduce
 Flaming Sphere
 Gentle Repose
 Gust of Wind
                                                
                                            
                                                
                                                    Wizard Spells  Cantrips (0 Level)
 Acid Splash
 Chill Touch
 Dancing Lights
 Fire Bolt
 Light
 Mage Hand
 Mending
 Message
 Minor Illusion
 Poison Spray
 Prestidigitation
 Ray of Frost
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     Magic Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or
                                                
                                            
                                                
                                                     Features  Sorcerer Level Feature   1st Wind Speaker, Tempestuous Magic 6th Heart of the Storm, Storm Guide 14th Stormâs Fury 18th Wind Soul  Wind Speaker The arcane magic you command is infused with
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    1. Entrance to Arcturiadoom These caverns lie at the end of the worm-bored tunnel leading down from level 13. 1a. Worm Tunnel The bore worm on level 13 wanders down here occasionally, looping around
                                                
                                            
                                                
                                                    -ridden skulls. Carved into the lintel above the double door is a sconce sculpted to resemble a skeletal hand, with a continual flame spell cast in its palm.
 Monsters. A pair of stalagmites flank the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     dining hall on level 1 (area C1) to the mezzanine on level 2 (area C6) and the hallway on level 3 (area C13). The elevator is powered by magic. A creature in the elevator need only say âlevel 1
                                                
                                            
                                                
                                                    ,â âlevel 2,â or âlevel 3â in Common, and the elevator will ascend or descend to that floor, clattering noisily and taking about 6 seconds to move from one floor to the next. The elevator doesnât respond to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                    Second Floor This level of the tower has an 80-foot-high ceiling and tall, slender windows set with panes of stained glass. Furnishings include a giant-sized bed and an enormous wooden chest sealed
                                                
                                            
                                                
                                                     allows access to the first level, the floor of which is 100 feet below. A similarly sized hole in the ceiling leads to the aerie. Treasure The wooden chest is 9 feet long, 5 feet wide, and 5 feet tall
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     illuminate areas they use frequently with continual flame spells cast on torches in bronze wall sconces. The rest of the level is dark. Treasure. Many denizens of the temple carry small amounts of treasure
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     command, carries a potion of supreme healing, which she uses if she becomes grievously wounded. 7a. Arch Gate to Level 15 Light. Torches burn in iron brackets mounted to four pillars that support the 20
                                                
                                            
                                                
                                                     found on level 15.) Characters must be 13th level or higher to pass through this gate (see âJhesiyra Kestellharpâ). The first creature to pass through the gate triggers an elder rune (see âElder Runes
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    â Quarters These ten rooms are furnished identically. Each contains a bed, a desk with matching chair, a claw-footed chest, and wall hooks for hanging clothes. The continual flame spell that
                                                
                                            
                                                
                                                     illuminates each room can be suppressed or returned to its normal light level by uttering a command word (âlightsâ). These rooms are set aside for the ten members of the Absolution Council, though only three
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     than the surrounding forest, and their stone doors are unlocked. 3a. North Guardhouse A rusty lantern hanging from a rafter has a continual flame spell cast on it, brightly illuminating a musty room
                                                
                                            
                                                
                                                    . Carved into the middle of the east wall is a decorative stone arch enclosing a blank wall (see âArch Gate to Level 2â below).
 Furnishings. A wooden trestle table lies on its side in the middle of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                    Cleric Spell List This section presents the Cleric spell list. The spells are organized by spell level and then alphabetized, and each spellâs school of magic is listed. In the Special column, C
                                                
                                            
                                                
                                                     means the spell requires Concentration, R means itâs a Ritual, and M means it requires a specific Material component.  Cantrips (Level 0 Cleric Spells)   Spell School Special   Guidance Divination C Light
                                                
                                            
                                        






